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author | Jacek Antonelli | 2008-09-06 18:24:57 -0500 |
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committer | Jacek Antonelli | 2008-09-06 18:25:07 -0500 |
commit | 798d367d54a6c6379ad355bd8345fa40e31e7fe9 (patch) | |
tree | 1921f1708cd0240648c97bc02df2c2ab5f2fc41e /linden/indra/llrender/llrendersphere.cpp | |
parent | Second Life viewer sources 1.20.15 (diff) | |
download | meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.zip meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.tar.gz meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.tar.bz2 meta-impy-798d367d54a6c6379ad355bd8345fa40e31e7fe9.tar.xz |
Second Life viewer sources 1.21.0-RC
Diffstat (limited to 'linden/indra/llrender/llrendersphere.cpp')
-rw-r--r-- | linden/indra/llrender/llrendersphere.cpp | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/linden/indra/llrender/llrendersphere.cpp b/linden/indra/llrender/llrendersphere.cpp new file mode 100644 index 0000000..0c3cd19 --- /dev/null +++ b/linden/indra/llrender/llrendersphere.cpp | |||
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1 | /** | ||
2 | * @file llrendersphere.cpp | ||
3 | * @brief implementation of the LLRenderSphere class. | ||
4 | * | ||
5 | * $LicenseInfo:firstyear=2001&license=viewergpl$ | ||
6 | * | ||
7 | * Copyright (c) 2001-2008, Linden Research, Inc. | ||
8 | * | ||
9 | * Second Life Viewer Source Code | ||
10 | * The source code in this file ("Source Code") is provided by Linden Lab | ||
11 | * to you under the terms of the GNU General Public License, version 2.0 | ||
12 | * ("GPL"), unless you have obtained a separate licensing agreement | ||
13 | * ("Other License"), formally executed by you and Linden Lab. Terms of | ||
14 | * the GPL can be found in doc/GPL-license.txt in this distribution, or | ||
15 | * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 | ||
16 | * | ||
17 | * There are special exceptions to the terms and conditions of the GPL as | ||
18 | * it is applied to this Source Code. View the full text of the exception | ||
19 | * in the file doc/FLOSS-exception.txt in this software distribution, or | ||
20 | * online at http://secondlifegrid.net/programs/open_source/licensing/flossexception | ||
21 | * | ||
22 | * By copying, modifying or distributing this software, you acknowledge | ||
23 | * that you have read and understood your obligations described above, | ||
24 | * and agree to abide by those obligations. | ||
25 | * | ||
26 | * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO | ||
27 | * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, | ||
28 | * COMPLETENESS OR PERFORMANCE. | ||
29 | * $/LicenseInfo$ | ||
30 | */ | ||
31 | |||
32 | // Sphere creates a set of display lists that can then be called to create | ||
33 | // a lit sphere at different LOD levels. You only need one instance of sphere | ||
34 | // per viewer - then call the appropriate list. | ||
35 | |||
36 | #include "linden_common.h" | ||
37 | |||
38 | #include "llrendersphere.h" | ||
39 | #include "llerror.h" | ||
40 | |||
41 | #include "llglheaders.h" | ||
42 | |||
43 | GLUquadricObj *gQuadObj2 = NULL; | ||
44 | LLRenderSphere gSphere; | ||
45 | |||
46 | void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks); | ||
47 | |||
48 | void drawSolidSphere(GLdouble radius, GLint slices, GLint stacks) | ||
49 | { | ||
50 | if (!gQuadObj2) | ||
51 | { | ||
52 | gQuadObj2 = gluNewQuadric(); | ||
53 | if (!gQuadObj2) | ||
54 | { | ||
55 | llwarns << "drawSolidSphere couldn't allocate quadric" << llendl; | ||
56 | return; | ||
57 | } | ||
58 | } | ||
59 | |||
60 | gluQuadricDrawStyle(gQuadObj2, GLU_FILL); | ||
61 | gluQuadricNormals(gQuadObj2, GLU_SMOOTH); | ||
62 | // If we ever changed/used the texture or orientation state | ||
63 | // of quadObj, we'd need to change it to the defaults here | ||
64 | // with gluQuadricTexture and/or gluQuadricOrientation. | ||
65 | gluQuadricTexture(gQuadObj2, GL_TRUE); | ||
66 | gluSphere(gQuadObj2, radius, slices, stacks); | ||
67 | } | ||
68 | |||
69 | |||
70 | // lat = 0 is Z-axis | ||
71 | // lon = 0, lat = 90 at X-axis | ||
72 | void lat2xyz(LLVector3 * result, F32 lat, F32 lon) | ||
73 | { | ||
74 | // Convert a latitude and longitude to x,y,z on a normal sphere and return it in result | ||
75 | F32 r; | ||
76 | result->mV[VX] = (F32) (cos(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD)); | ||
77 | result->mV[VY] = (F32) (sin(lon * DEG_TO_RAD) * sin(lat * DEG_TO_RAD)); | ||
78 | r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f); | ||
79 | if (r == 1.0f) | ||
80 | { | ||
81 | result->mV[VZ] = 0.0f; | ||
82 | } | ||
83 | else | ||
84 | { | ||
85 | result->mV[VZ] = (F32) pow(1 - r*r, 0.5f); | ||
86 | if (lat > 90.01) | ||
87 | { | ||
88 | result->mV[VZ] *= -1.0; | ||
89 | } | ||
90 | } | ||
91 | } | ||
92 | |||
93 | void lat2xyz_rad(LLVector3 * result, F32 lat, F32 lon) | ||
94 | { | ||
95 | // Convert a latitude and longitude to x,y,z on a normal sphere and return it in result | ||
96 | F32 r; | ||
97 | result->mV[VX] = (F32) (cos(lon) * sin(lat)); | ||
98 | result->mV[VY] = (F32) (sin(lon) * sin(lat)); | ||
99 | r = (F32) pow(result->mV[VX] * result->mV[VX] + result->mV[VY] * result->mV[VY], 0.5f); | ||
100 | if (r == 1.0f) | ||
101 | result->mV[VZ] = 0.0f; | ||
102 | else | ||
103 | { | ||
104 | result->mV[VZ] = (F32) pow(1 - r*r, 0.5f); | ||
105 | if (lat > F_PI_BY_TWO) result->mV[VZ] *= -1.0; | ||
106 | } | ||
107 | } | ||
108 | |||
109 | // A couple thoughts on sphere drawing: | ||
110 | // 1) You need more slices than stacks, but little less than 2:1 | ||
111 | // 2) At low LOD, setting stacks to an odd number avoids a "band" around the equator, making things look smoother | ||
112 | void LLRenderSphere::prerender() | ||
113 | { | ||
114 | // Create a series of display lists for different LODs | ||
115 | mDList[0] = glGenLists(1); | ||
116 | glNewList(mDList[0], GL_COMPILE); | ||
117 | drawSolidSphere(1.0, 30, 20); | ||
118 | glEndList(); | ||
119 | |||
120 | mDList[1] = glGenLists(1); | ||
121 | glNewList(mDList[1], GL_COMPILE); | ||
122 | drawSolidSphere(1.0, 20, 15); | ||
123 | glEndList(); | ||
124 | |||
125 | mDList[2] = glGenLists(1); | ||
126 | glNewList(mDList[2], GL_COMPILE); | ||
127 | drawSolidSphere(1.0, 12, 8); | ||
128 | glEndList(); | ||
129 | |||
130 | mDList[3] = glGenLists(1); | ||
131 | glNewList(mDList[3], GL_COMPILE); | ||
132 | drawSolidSphere(1.0, 8, 5); | ||
133 | glEndList(); | ||
134 | } | ||
135 | |||
136 | void LLRenderSphere::cleanupGL() | ||
137 | { | ||
138 | for (S32 detail = 0; detail < 4; detail++) | ||
139 | { | ||
140 | glDeleteLists(mDList[detail], 1); | ||
141 | mDList[detail] = 0; | ||
142 | } | ||
143 | |||
144 | if (gQuadObj2) | ||
145 | { | ||
146 | gluDeleteQuadric(gQuadObj2); | ||
147 | gQuadObj2 = NULL; | ||
148 | } | ||
149 | } | ||
150 | |||
151 | // Constants here are empirically derived from my eyeballs, JNC | ||
152 | // | ||
153 | // The toughest adjustment is the cutoff for the lowest LOD | ||
154 | // Maybe we should have more LODs at the low end? | ||
155 | void LLRenderSphere::render(F32 pixel_area) | ||
156 | { | ||
157 | S32 level_of_detail; | ||
158 | |||
159 | if (pixel_area > 10000.f) | ||
160 | { | ||
161 | level_of_detail = 0; | ||
162 | } | ||
163 | else if (pixel_area > 800.f) | ||
164 | { | ||
165 | level_of_detail = 1; | ||
166 | } | ||
167 | else if (pixel_area > 100.f) | ||
168 | { | ||
169 | level_of_detail = 2; | ||
170 | } | ||
171 | else | ||
172 | { | ||
173 | level_of_detail = 3; | ||
174 | } | ||
175 | glCallList(mDList[level_of_detail]); | ||
176 | } | ||
177 | |||
178 | |||
179 | void LLRenderSphere::render() | ||
180 | { | ||
181 | glCallList(mDList[0]); | ||
182 | } | ||